Hatterene
Trick Room reverses the turn order for five turns, so the slowest Pokémon move first. The setters — Hatterene (Magic Bounce blocks your Taunt/Thunder Wave) and Farigiraf (Armor Tail blocks your Fake Out) — are built to go up despite your disruption, then a low-Speed heavy hitter cleans while you're stuck moving last.
Don't Taunt the Hatterene setter — Magic Bounce reflects it straight back and now YOUR mon is Taunted. Don't Fake Out the Farigiraf setter either — Armor Tail blocks the priority. And don't just KO one setter and relax; most Trick Room teams pack a second setter to re-flip the room.
Taunt shuts down Trick Room — but only on setters without Magic Bounce (so aim it at Farigiraf, not Hatterene). Land it before they move and the room never goes up.
You can't always stop the room, so win the speed war outside it. Prankster Tailwind lets your fast attackers move first for the four turns that matter; when the room lapses, you're already ahead on tempo.
Trick Room cuts both ways. A naturally slow, hard-hitting Kingambit moves FIRST under the opponent's own Trick Room and Sucker Punch/Kowtow Cleave punishes their setup mons — you borrow their room to KO their win condition.
Serious Trick Room teams run two setters so KOing one doesn't end the strategy. Plan to either out-tempo the room (Tailwind / your own slow attacker) or pressure BOTH setters, rather than assuming one KO is enough.
Every answer on this card was checked against the live learnset and roster data shown above — a citation that no longer holds is dropped, not shown. Type-based answers are computed from base stats and STAB. Speed is the real level-50 maximum. This is deterministic and sourced — no guesses.